Games User Research

Games User Research

How to make an addictive strategy game

A few weeks ago we looked at how to make an addictive social game. Another mechanic that is a key element of successful games is the idea of eliminating ‘down-time’ and disrupting the flow at the end of a task. This has been applied with great success to create many addictive strategy games, such as…

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A Celebration of Ludic Interfaces

Where traditionally people try to design technology with goals such as efficiency, accuracy, and ease-of-use, ludic interfaces instead aim to prioritise a different set of ideals, such as play, user-generated content, and co-operation. Ludic interfaces are typically low-cost and aim to encourage playfulness (as you can see from the name’s origins in the word ‘ludicrous’).…

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Desperation & Disappointment: Social interaction in We Dare

As part of my Masters project I’ve been studying the patterns found in social interaction while gaming, and how people play games together (much more on this soon). Last week saw the release of Ubisoft’s “We Dare” across Europe. Here in the UK, our delicate sensibilities have been spared from this game, apparently due to…

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How to make an addictive social game

Unlike some ‘triple A’ game developers, web-based social game designers quickly recognised how important usability and user experience are to their success. With customers being able to easily access their content for free, without making a commitment to paying for their gaming experience up-front, it’s extremely important to attract and retain players in the first…

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Making players into designers – Little Big Planet 2

Sony’s make.believe campaign, this Sponsored Post documents how a player achieved his dream job of becoming a game designer through creating Little Big Planet levels, and considers the benefits of this approach. Sony’s recent game, Partage propulse par ebuzzing

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